2019-04-03 05:54:58 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2020-03-06 13:42:31 +00:00
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Copyright (c) 2006-2020, assimp team
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2019-04-03 05:54:58 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXNoteAttribute.cpp
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* @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
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*/
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXDocument.h"
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#include "FBXImporter.h"
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#include "FBXDocumentUtil.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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, props()
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{
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const Scope& sc = GetRequiredScope(element);
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const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
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// hack on the deriving type but Null/LimbNode attributes are the only case in which
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// the property table is by design absent and no warning should be generated
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// for it.
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const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
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props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
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}
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::~NodeAttribute()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const CameraId = sc["CameraId"];
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const Element* const CameraName = sc["CameraName"];
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const Element* const CameraIndexName = sc["CameraIndexName"];
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if(CameraId) {
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cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
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}
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if(CameraName) {
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cameraName = GetRequiredToken(*CameraName,0).StringContents();
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}
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if(CameraIndexName && CameraIndexName->Tokens().size()) {
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cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
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}
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}
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// ------------------------------------------------------------------------------------------------
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CameraSwitcher::~CameraSwitcher()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Camera::~Camera()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Light::~Light()
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{
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}
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// ------------------------------------------------------------------------------------------------
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Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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}
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// ------------------------------------------------------------------------------------------------
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Null::~Null()
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{
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}
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// ------------------------------------------------------------------------------------------------
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LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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}
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// ------------------------------------------------------------------------------------------------
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LimbNode::~LimbNode()
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{
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}
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}
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}
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#endif
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